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Fake Cubemap for dx11

Fake cubemaps in dx11 until a proper integration won't come. This stores the sides of the cube in a volume texture. but you can stick together any spread of textures (with 6 slices). Then in shader you can sample the volume texture as it was really a cubetexture with a direction vector. thanks to tonfilm for the plane hit test and sebl for the VolumeQueue shader.
contribution after i will tidy this up.

simply there's no cube texture rendertarget yet. also i couldn't find an option to read cube textures in filetexture either.
i'm sure it's pretty much possible to write a renderer based on the Renderer (DX11 TempTarget) but unfortunately i'm still not that good at coding.